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Allow custom status bars to override notifications, centered prints and chat prompt.
This commit is contained in:
parent
f317f69776
commit
14dc288f22
4 changed files with 75 additions and 11 deletions
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@ -773,6 +773,19 @@ void FNotifyBuffer::AddString(int printlevel, FString source)
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con_notifylines == 0)
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return;
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// [MK] allow the status bar to take over notify printing
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if (StatusBar != nullptr)
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{
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IFVIRTUALPTR(StatusBar, DBaseStatusBar, ProcessNotify)
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{
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VMValue params[] = { (DObject*)StatusBar, printlevel, &source };
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int rv;
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VMReturn ret(&rv);
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VMCall(func, params, countof(params), &ret, 1);
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if (!!rv) return;
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}
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}
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width = DisplayWidth / active_con_scaletext(generic_ui);
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FFont *font = generic_ui ? NewSmallFont : AlternativeSmallFont;
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@ -960,6 +973,12 @@ int DPrintf (int level, const char *format, ...)
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void C_FlushDisplay ()
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{
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NotifyStrings.Clear();
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if (StatusBar == nullptr) return;
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IFVIRTUALPTR(StatusBar, DBaseStatusBar, FlushNotify)
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{
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VMValue params[] = { (DObject*)StatusBar };
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VMCall(func, params, countof(params), nullptr, 1);
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}
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}
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void C_AdjustBottom ()
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@ -1740,6 +1759,17 @@ void C_MidPrint (FFont *font, const char *msg, bool bold)
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if (StatusBar == nullptr || screen == nullptr)
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return;
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// [MK] allow the status bar to take over MidPrint
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IFVIRTUALPTR(StatusBar, DBaseStatusBar, ProcessMidPrint)
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{
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FString msgstr = msg;
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VMValue params[] = { (DObject*)StatusBar, font, &msg, bold };
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int rv;
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VMReturn ret(&rv);
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VMCall(func, params, countof(params), &ret, 1);
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if (!!rv) return;
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}
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if (msg != nullptr)
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{
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auto color = (EColorRange)PrintColors[bold? PRINTLEVELS+1 : PRINTLEVELS];
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@ -41,6 +41,7 @@
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#include "v_video.h"
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#include "utf8.h"
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#include "gstrings.h"
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#include "vm.h"
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enum
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{
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@ -233,8 +234,30 @@ void CT_PasteChat(const char *clip)
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void CT_Drawer (void)
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{
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FFont *displayfont = NewConsoleFont;
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if (players[consoleplayer].camera != NULL &&
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(Button_ShowScores.bDown ||
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players[consoleplayer].camera->health <= 0 ||
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SB_ForceActive) &&
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// Don't draw during intermission, since it has its own scoreboard in wi_stuff.cpp.
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gamestate != GS_INTERMISSION)
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{
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HU_DrawScores (&players[consoleplayer]);
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}
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if (chatmodeon)
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{
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// [MK] allow the status bar to take over chat prompt drawing
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bool skip = false;
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IFVIRTUALPTR(StatusBar, DBaseStatusBar, DrawChat)
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{
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FString txt = ChatQueue;
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VMValue params[] = { (DObject*)StatusBar, &txt };
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int rv;
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VMReturn ret(&rv);
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VMCall(func, params, countof(params), &ret, 1);
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if (!!rv) return;
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}
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FStringf prompt("%s ", GStrings("TXT_SAY"));
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int x, scalex, y, promptwidth;
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@ -268,16 +291,6 @@ void CT_Drawer (void)
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screen->DrawText (displayfont, CR_GREY, promptwidth, y, printstr,
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DTA_VirtualWidth, screen_width, DTA_VirtualHeight, screen_height, DTA_KeepRatio, true, TAG_DONE);
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}
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if (players[consoleplayer].camera != NULL &&
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(Button_ShowScores.bDown ||
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players[consoleplayer].camera->health <= 0 ||
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SB_ForceActive) &&
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// Don't draw during intermission, since it has its own scoreboard in wi_stuff.cpp.
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gamestate != GS_INTERMISSION)
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{
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HU_DrawScores (&players[consoleplayer]);
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}
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}
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//===========================================================================
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@ -1352,3 +1352,17 @@ enum EMonospacing
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Mono_CellCenter = 2,
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Mono_CellRight = 3
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};
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enum EPrintLevel
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{
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PRINT_LOW, // pickup messages
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PRINT_MEDIUM, // death messages
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PRINT_HIGH, // critical messages
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PRINT_CHAT, // chat messages
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PRINT_TEAMCHAT, // chat messages from a teammate
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PRINT_LOG, // only to logfile
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PRINT_BOLD = 200, // What Printf_Bold used
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PRINT_TYPES = 1023, // Bitmask.
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PRINT_NONOTIFY = 1024, // Flag - do not add to notify buffer
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PRINT_NOLOG = 2048, // Flag - do not print to log file
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};
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@ -335,6 +335,13 @@ class BaseStatusBar native ui
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virtual void ShowPop (int popnum) { ShowLog = (popnum == POP_Log && !ShowLog); }
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virtual bool MustDrawLog(int state) { return true; }
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// [MK] let the HUD handle notifications and centered print messages
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virtual bool ProcessNotify(EPrintLevel printlevel, String outline) { return false; }
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virtual void FlushNotify() {}
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virtual bool ProcessMidPrint(Font fnt, String msg, bool bold) { return false; }
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// [MK] let the HUD handle drawing the chat prompt
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virtual bool DrawChat(String txt) { return false; }
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native TextureID GetMugshot(int accuracy, int stateflags=MugShot.STANDARD, String default_face = "STF");
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// These functions are kept native solely for performance reasons. They get called repeatedly and can drag down performance easily if they get too slow.
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